Crash after switching from the Refectory to a Dorm (Monastery) and adding a new part
Crash on load under specific conditions
Thanks and have fun!
Patch 1.9.4.6 Is Now Available!
Hello everyone!
Foundation has just been patched to version 1.9.4.6.
Here are the details :
Improvements
Levy mandate now hides unavailable villager statuses instead of displaying a 0 value for them
Villagers can now consume resources from markets even while they’re paused or if no market tender is available
Sold and bought quantities from unlocked trade routes will now update in real-time without requiring a refresh of the Book window
Game Balance
Halved territory upkeep and upfront costs
Decreased the upfront cost of the following:
Goods Stall (50 to 25 coins)
Luxury Goods Stall (150 to 50 coins)
Fixes
Workplaces’ capacity changed upon reload
Players were able to promote villagers despite not filling up all of their needs while following the onboarding quests
Builders could become reserved for a project and never work, which prevented masterpieces from being completed
The building zone of mineral deposits (from generated maps) was incorrect
Town Tales could be triggered upon loading a save even if not intended (ex: Coins Surplus)
Crash when destroying a building under specific conditions
Modding-specific
Crash after loading a game with an updated Livestock Farm mod (version 2.0.25+)
Patch 1.9.4.5 Is Now Available!
Hi everyone!
Patch 1.9.4.5 has just been released.
Here are the details:
Fixes
Beautification value for sub-buildings was doubled on reload
Monument snap with houses could cause monuments to be flipped on their side
Great Hall parts displayed the wrong description
Occasional crash while editing buildings
Modding-specific
GAME_CONDITION_RESOURCE_LIST_PRODUCED function is now available
Expose ResourceList in BEHAVIOR_TREE_DATA_RESOURCE_PRODUCTION
Fixed a bug where workers wouldn’t reach workplaces if their inputs were full
Patch 1.9.4.4 Is Now Available!
Hello everyone!
Patch 1.9.4.4 has just been released. Here are the details:
Game Balance
Butcher and Fishing Hut’s output was modified:
Increased Butchery’s output from 4 to 5 meat
Decreased Fishing Hut’s output from 8 to 7 fish
Improvements
The following workplaces now clear grass under their position:
Blacksmith
Coal Hut
Iron Smelter
Weaponsmith
The Map Generator’s sliders tooltips will now be displayed when hovering over the icon in addition to the name label
The advanced onboarding linked to a lack of tools will now trigger if:
Tools are not set to be purchased nor assigned to a Warehouse
Tools are set to be purchased but not assigned to a Warehouse
Tools are not set to be purchased but assigned to a Warehouse
Fixes
The Promotion Mandate was greyed out in the mandates list on older saves despite its cooldown being over
Deleting the Berry Brew sub-building while tracking Berries caused a crash
A modded Great Hall sub-building prevented players from promoting individual villagers
Reaching a Prosperity of 10 triggered a notification players should only see a bit later
Clicking on the confirmation button to destroy a building or part after dismissing its window (backspace, right-click or close all windows) caused a crash
Clicking on the confirmation button to switch a sub-building’s function after dismissing its window caused a crash
Thanks for playing and see you soon!
The 1.9.4 Progression & Balancing Update Is Now Available!
Hello everyone,
After weeks of testing and refining, we are happy to merge Foundation’s latest experimental version to the main game. This update brings significant changes in the form of game balance and added features. As such, it is advisable to start over; while previous saves will indeed load, some of the work introduced in this update will undoubtedly disrupt villages’ productivity, happiness and more. That said, there’s a lot to be excited about with 1.9.4. Read on for all the details!
New Meat Production Chain And Additional Food Need
The Butchery, a brand-new building unlocked in the first tier of the common progression path, has been added to the game! This means boars are now much more useful as a resource: after placing Hunter’s Huts near dense forests, you will be able to capture the animals. Then, butchers will turn them into meat to be consumed at your markets or sold to traders.
Such a change fits nicely with the fact that villagers—including Serfs—now require two different food types to be happy.
Tavern Overhaul And New Entertainment Need
The Tavern has undergone significant changes in this newest version of the game. You are now able to create berry brews—a special drink made of berries and water—at the Berry Brewery. Served alongside a delicious meal, this is sure to be a hit among your people!
Introducing a new drink serves two main purposes: adding variety and perhaps more importantly, letting you deal with the fact that commoners, citizens and soldiers now require to be entertained! This new need affects happiness, so you want to make sure concerned villagers can quench their thirst.
Progression and Balancing Changes Overview
Update 1.9.4 features a trove of progression and balancing-related changes. Here’s a quick glance at what you can expect:
New Features
Butchery workplace and meat resource
Entertainment need, berry brews and berry brewery workplace at the Tavern
Levy mandate
Kinstone Abbey trade route
Discoveries
New advice
New action bar shortcuts for mandates and village aspirations
Quick promotions
Resources linked to some workplaces are now displayed on click
Balancing Changes
Tax Office was moved to the Labour progression path
Additional food need for villagers
Villagers have a chance to leave starting at -25% happiness
More workplaces now require higher villager statuses
Removed residential availability from immigration factors
Trade routes have added resources to buy and sell from
Adjusted plenty of building construction costs
Events have been improved across the board
Several unlockables have been moved around
Your second territory no longer has an upkeep cost
The exhaustive list of changes can be found in our game design changelog on our official website.
Levy Mandate
Update 1.9.4 adds a new way to access “emergency funds” with the Levy mandate. Activating this mandate grants you a large quantity of coins at the cost of villagers’ happiness. The debuff is applied for a set duration (currently: 30 days) and stacks should you activate the Levy multiple times. Use with caution!
The Levy mandate has been added as a result of the Tax Office function now being exclusive to the Labor progression path. Our design goals with this change is to further associate taxes with this estate and encourage better decision-making regarding early to mid-game profit.
New Trade Route: Kinstone Abbey
A new, Clergy-allied trade route has opened! Merchants from Kinstone Abbey sell a variety of useful and rarer resources such as gold bars, gems or marble. They’ll be looking for herbs, honey and planks to name a few. Unlocking this trade route requires you to produce manuscripts at the Scriptorium.
Enhanced Transport
Our engine team has been hard at work developing behind-the-scenes optimizations for Foundation. Chief among them is our rebuilt transportation system that is being rolled out as part of this update.
Before, villagers sometimes had to travel long distances to satisfy their needs and seek resources, which was more obvious while facing shortages. This led to scenarios where villagers would cross the whole map—so to say—just to reach a market or specific building like a warehouse or a church. Not good.
From now on, our transport algorithm further favors local management of resources and needs. To put it in more concrete terms, villagers will associate with markets or buildings near where they live. The same principle applies for production chains: a weaver hut requiring wool will get it from the closest available warehouse stocking some, itself linked to the closest sheep farm—effectively giving a whole new meaning to “hubs” within your villages. They will operate in a much more satisfying and natural way.
Map Generator Improvements
We are pleased to share an updated version of our map generator. When we first released this feature, we got a lot of feedback about terrain that felt a bit too bumpy, so we started iterating on a new version of this tool that would allow for flatter topographies. We took this opportunity to add several new configurable parameters as well, in order to have maps feel even better than before.
Each map type has its own set of parameters you can adjust to your wishes. For instance, the Fluvial map type lets you modify the following parameters:
River
Island
Slope
Cliff
Promontory
Hill
If you are particularly happy with one of the procedurally generated creations, here’s another bit of good news: you will be able to easily share them thanks to a unique map code system! Input the alphanumeric code into the designated space, click the confirmation button and voila: you have a new world to settle in!
Adjustments to Job Requirements
Several jobs now require more advanced villager statuses. In previous iterations of the game, you could (mostly) ignore promotions and still manage to get all production chains going. However, we feel like some jobs should require a bit more investment and decision making before your villagers can access them.
Two examples of jobs adjusted to the new reality of higher status requirements are the Tax Collector and Bailiff, which now require Commoners at a minimum.
Important Changes to the Promotion System
As you will now spend a lot more time dealing with promotions, it no longer made sense to limit this function to once every 30 days. Hence why with 1.9.4, we’re introducing two important quality of life changes regarding promotions:
You can now use the promotion mandate at will
You can now promote villagers directly from their detailed information window
Advanced Resource Tracking
This update also introduces easy identification of resources in the world from select workplaces such as the Hunter’s Hut. In this example, selecting the building reveals where boars live on your map. Using the Extraction paint tool produces a similar result, displaying available berry and stone sources, so you can plan your village accordingly.
New Take on Immigration
Immigration waves will now feel more rewarding and steady across the board. Previously, passersby would take into account multiple factors before deciding whether or not to join your village. One such factor, housing, has been completely removed from the equation, effectively softening the difficulty associated with immigration.
Another change we made is that unless your immigration rate is nil or disabled, you will always get a minimum of one newcomer per immigration wave.
Discoveries
Foundation is a city-building game with quite a lot of interconnected systems that you learn to master over time. We want to make sure this doesn’t hamper your fun nor prove too daunting, so we thought of an additional tool to help you learn the ropes: discoveries.
Crucial systems or concepts are now accompanied by one-time notifications whose stated goal is to provide assistance in a concise way. We are confident this new feature, in addition to help topics, will answer most questions that may arise while playing.
General Changelog
New
Meat production chain with the Butchery
Entertainment need
Berry Brews at the Tavern
Levy Mandate
Discoveries
Environmental Resource Display
Berries
Fish schools
Stone nodes
Boars
Advanced onboarding
Food diversity
Enacting the Mandate Levy
Leaving villagers
Improvements
Auto-assigning higher status villagers to workplaces will not demote them anymore
Transport behavior has been enhanced, a change that will be most noticeable with larger villages. The algorithm now focuses more on local ‘resource hubs’, which should fix workers traveling great distances to do their job